T.W. Windjammer II Ley Line Galleon / Ocean Vessel:

The T.W. Windjammer is often called a frigate but can be more accurately
described as a Galleon. In appearance, they are closest to historic records
of the British Golden Hind which was commanded by Sir Francis Drake. The
ships displacement is also similar as well as its weaponry. A common mistake
is the listing of the displacement of around fifty tons while the vessels
actually displace around three hundred tons.

A number of these vessels have been built at Queenston Harbor with most
of the vessels used for harbor defense. The ships are primarily propelled
by sail but can be powered by oars as well. In general, they are considered
too slow to operate on the open ocean but are considered excellent for
harbor defense. They are heavily armed and incorporate several powerful
enchantments.

As might be expected, the vast majority of these vessels are retained
by Queenston and only a handful of these vessels have been sold. Of these,
a few have been sold to techno-wizard who decided to convert the vessels
to operate on ley lines as well as on oceans. A total of four Windjammer
class Galleons are believed to have been converted to Ley Line vessels.
There are several of Ley Line frigates, sloops, and schooners. All of these
are extremely rare and the techno-wizards building these vessels have never
been able to keep up with demands. Some vessel classes such as the New
Ironsides class dwarf the Windjammer in both size and firepower.

While the Windjammer is considered under gunned compared to some other
techno-wizard vessel designs, they are still considered generally excellent
vessels. Like all Windjammer Galleons which are sold by Queenston harbor,
the dome of elementals are not mounted but otherwise have all standard
equipment mounted of vessels operated by their forces.

Only slightly modified by the techno-wizards who convert them to Ley
Line vessels, still the modifications are important. When converted to
Ley Line vessels, their top speed is around one hundred and fifty miles
per hour on Ley Lines and the vessels retain the ability to operate on
the open water. The hull of the vessels are reinforced to allow the vessels
to withstand more damage although the reinforcements had to be limited
and the ships cannot take as much damage as such vessels as the Hornet
class Ley Line Sloop. See the Invisible optics and a techno-wizard battery
are added to the ship. The techno-wizard enchantments of invisibility and
impervious to energy are also added to increase the vessel's ability to
survive.

Weaponry of a standard Windjammer Galleon are twenty cannons. These
are small cannons but of fairly long ranged. The cannons are called "Small
Culverins" and are approximately the same size and firepower of the later
nine pounder cannon. Some crews have considered replacing the cannons with
shorter ranged but more powerful carronades. They fire through magic using
telekinesis instead of gunpowder. Payload on the Windjammer is usually
limited to ten rounds per gun. The ships don't have enough space to carry
as heavy a load of shots as most Ley Line vessels but payload is still
increased to around forty rounds per gun although at the expense of most
of the cargo space. Normal payload is forty percent Thunderball ammunition,
forty percent Thunderfire ammunition, and twenty percent magical grapeshot.
The ships mount a pair of magical lightning blasters on the deck. These
are more flexible than the main battery although are not as powerful as
the main battery combined. Another advantage is that the two lightning
blasters have a virtually unlimited payload. One is mounted on the stern
where the Elemental Dome is mounted on a standard version of the vessel

In addition to the crew, the Windjammer Ley Line vessels carry around
ten marines normal although some have none embarked. Normally four are
fitted in mystic power armors although in some cases all are equipped with
the magical power armors. The “Angel of War” armor is also popular. The
crew sleeps in hammocks and quarters are quite cramped although officers
have more space with staterooms in the fantail.

Notes:[1] Destruction of a mast reduces ocean and ley line speed by 1/3 for
each mast lost.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink if in the water. There are enough life preservers
and inflatable life boats (one of the few items of technology added) to
accommodate everyone on the ship. The ship does have the Techno-Wizard
addition of impervious to energy. Specifics are listed in Weapon systems.
[3] As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.

Speed:Ocean Surface:On sail, 16 mph (26 km), When rowed,
6 mph (9.6 km); speed is doubled along ley lines due to the magical nature
of the vessel.
Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell
(double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis
Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.)
or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly
(2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only
travel through the air along ley lines and can switch directions at ley
line nexus points.
Height:While Flying, maximum of 1000 feet (305 meters)
and minimum of 200 feet (61 meters) without landing.
Maximum Effective Range: Effectively Unlimited. The ship carries two months worth
of supplies on board.

Statistical Data:Width: 30 feet (9 meters)
Length: 130 feet (40 meters)
Draft: 14 feet 6 inches (4.4 meters)
Weight: 340 tons
Cargo: 5 tons of nonessential equipment and supplies. Most of
the ships spaces are take up by extra ammo, armor, troops, weapons, sails,
and other equipment.
Power System: Magic and sails.
Market Price: 280 million credits. There are only a handful
of these ships in existence.

WEAPON SYSTEMS:

Twenty (20) T.W. "Small Culverin" Guns: There are ten guns
on each side. These weapons are surprising powerful weapons and use special
magic ball that inflict large amounts of damage. The cannon balls look
like standard Iron balls but in reality come in three different types..
The first is Thunderball which inflict considerable damage and creates
a thunderclap that effects everyone within 10 feet (3 meters) of the cannon
balls impact. The second is called Thunderfire and it erupts into
fireball and inflicts greater damage than Thunderball ammunition but does
not have the Thunderclap. The Third type of ammunition is Magic Grape
Shot. This shot is designed to be used against a wide area and is very
effective against personnel. The cannons use telekinesis to throw the rounds
and does not use any gunpowder.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega-Damage:Thunderball Ammunition: 5D6 per round or
5D6x10 for a complete broadside. Each Thunderball will also release a thunderclap
as per the spell. Each Thunderball will also release a thunderclap as per
the spell (thunderclap effects a 10 feet (3 m) radius.) Thunderfire
Ammunition: 1D6x10 per round or 1D6x100 for a complete broadside. The
Thunderfire will often also ignite flammable materials. Magical Grape
Shot Ammunition: 3D6 per round or 3D6x10 for a complete broadside.
Each Thunderball will also release a thunderclap as per the spell. Each
Magical Grape Shot will effect all targets within a blast radius of 20
feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can
be fired at the same time). Cannon can be loaded and fired quickly due
to not needing to load gunpowder.
Payload: 800 rounds (40 per cannon), 320 rounds of Thunderball
ammunition, 320 rounds of Thunderfire ammunition, and 160 rounds of Magical
Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel,
aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape
shot has +4 to strike and can be used against small targets) with no bonuses
to strike to strike for hand to hand or physical prowess.As well,
only a single cannon can be targeted against a small target.

Two (2) Heavy Lightning Blasters: These cannons are the only
know non-period weapon on the ship. The lightning blasters have a slightly
better range and have an unlimited payload compared to hand held lightning
blasters. The weapon pulls its energy from a tiny rift from the elemental
plane of air and does not need to be recharged. Additional optics and fire
control have been added to enable the system to track and target aircraft
and missiles
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D4x10+10 per electrical blaster
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Effectively Unlimited.

Techno-Wizard Modifications: The Windjammer has the following
Techno-Wizard Modifications built into the ship. These require P.P.E. or
I.S.P. from the ships crew or P.P.E. battery.
Special Features:

Magical “See the Invisible” Optics: The ships has several special optical
systems with see the invisible on them. Same as spell and used at will.
2,000 feet (610 meters) range. Can see forces, objects, and creatures which
can turn invisible, or are invisible. Can also see vaporous beings and
astral bodies.

P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar
systems in Phase World, it does not generate magical energy but stores
magical energy. The system will store up to 300 P.P.E. and can be stored
by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It
will absorb P.P.E. at the rate of 10 per hour on ley lines and 20 per hour
on nexus points.